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WATER WEIRD |
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Large Elemental (Water) |
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Hit Dice: 3d8+3 (16 hp) |
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Initiative: +6 (+2 Dex, +4 Improved Initiative) |
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Speed: 30 ft |
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AC: 16 (-1 size, +2 Dex, +5 natural) |
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Attacks: Slam +3 melee |
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Damage: Slam 1d8+4 |
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Face/Reach: 5 ft by 10 ft/5 ft |
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Special Attacks: Improved grab, water mastery, drench |
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Special Qualities: Damage reduction 10/bludgeoning, elemental, fire resistance 10, transparency, reform body, control elemental, vulnerabilities |
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Saves: Fort +4, Ref +4, Will +1 |
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Abilities: Str 15, Dex 17, Con 12, Int 12, Wis 11, Cha 11 |
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Skills: Hide +5, Listen +6, Move Silently +9, Spot +6 |
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Feats: Improved Initiative |
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Climate/Terrain: Any aquatic and underground |
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Organization: Solitary or gang (2-4) |
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Treasure: Standard |
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Alignment: Always chaotic evil |
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Advancement: 4-7 HD (Large); 8-9 HD (Huge) |
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The water weird is a life form that has its origins on the Elemental Plane of Water. They attack all living things, draining their life’s essence as the victim lay dying. |
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The water weird takes but two rounds to form from the body of water it inhabits. It appears as a large serpent constructed entirely of water. |
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COMBAT |
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The water weird lashes out, attempting to wrap itself around its prey, dragging it into the water where the weird attempts to drown it. |
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Improved Grab (Ex): To use this ability, the water weird must hit a Medium-size or smaller creature with its slam attack. If it gets a hold it drags its prey into the water where it pins the victim underwater and attempts to drown him. |
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Water Mastery (Ex): A water weird gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is land bound, the weird suffers a –4 penalty to attack and damage. (These modifiers are not included in the statistics block). |
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Drench (Ex): A water weird’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Medium-size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the weird’s HD total. |
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Control Elemental (Ex): The water weird has the ability to take control of a water elemental that is within 30 feet by making a successful Intelligence check (DC 10). If the elemental is being controlled by another creature, the water weird can gain control by making a successful Intelligence check (DC 10 + Intelligence modifier of caster currently controlling elemental). |
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Vulnerabilities (Ex): Cold-based effects slow the weird as the spell of the same name. A purify food and drink spell deals 1d4 points of damage per caster level (maximum 10d4) to the water weird. These hit points are not regained when the weird reforms. |
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Reform Body (Ex): When reduced to 0 hit points or less, the weird collapses back into the water. Two rounds later, it will reform at full strength (minus any damage suffered from a purify food and drink spell). |
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Transparency (Ex): Water weirds are effectively invisible in water until they attack. |
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Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Water weirds have darkvision 60 feet. |
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The Water Weird first appeared in the 1e MM (Gary Gygax, 1977). |